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<blockquote data-quote="GreatLemur" data-source="post: 3599072" data-attributes="member: 28553"><p>Yeah, I think the designation of crossbows as simple weapons demonstrates that firearms below in the same category: Being a pain in the ass to <em>load</em> doesn't make a weapon hard to <em>aim and fire</em>.</p><p></p><p>But I do like the idea of representing the loading difficulty not just with long, AoO-provoking reload times, but with skill checks. That's how it's done in Iron Kingdoms: You need to make a low-DC Craft (gunsmithing) check in order to successfully load a gun.</p><p></p><p>If you want to make reloading a task that takes a variable number of rounds depending on user skill, though, you could go with a threshold mechanic similar to what Thieves' World d20 uses for spellcasting: Your reload check result needs to total up to a certain (rather high) number in order to complete the task, but when you don't make that total, you get to <em>save the result and add your next check to it</em>. So if the reload threshold for a particular weapon is 40, a soldier with a total +10 for the reloading skill check won't ever be able reload in a single round, but he'll usually make it in two. A rookie who only has a +5 will generally take three, unless he's lucky. And you could complicate things a little further for the unskilled by making a check result of less than 10 a critical failure, in which they spill their powder or whatever an lose any reload progress they've made.</p><p></p><p>Anyway, it'd obviously add some hassle and bookkeeping to a gunfight, but the added tension might be worth it.</p><p></p><p>As for treating gunfire as ranged touch attacks, the idea looks good on the surface, but when it was <a href="http://www.enworld.org/showthread.php?t=193438" target="_blank">discussed before</a>, a number of weird consequences and illogical results were pointed out. Simply put, it doesn't seem reasonable that an ordinary gun should be able to effortlessly penetrate <em>any and all armor</em>, including adamantine, magical force fields, and the shells of giant monsters.</p><p></p><p>...But it certainly makes sense that they'd have a better chance of penetrating those things than bows and slings. So I'd suggest either giving each type of gun (or ammo?) a penetration rating that they can subtract from a target's armor, or just letting all guns treat their targets' armor as if it was half what it really is.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3599072, member: 28553"] Yeah, I think the designation of crossbows as simple weapons demonstrates that firearms below in the same category: Being a pain in the ass to [i]load[/i] doesn't make a weapon hard to [i]aim and fire[/i]. But I do like the idea of representing the loading difficulty not just with long, AoO-provoking reload times, but with skill checks. That's how it's done in Iron Kingdoms: You need to make a low-DC Craft (gunsmithing) check in order to successfully load a gun. If you want to make reloading a task that takes a variable number of rounds depending on user skill, though, you could go with a threshold mechanic similar to what Thieves' World d20 uses for spellcasting: Your reload check result needs to total up to a certain (rather high) number in order to complete the task, but when you don't make that total, you get to [i]save the result and add your next check to it[/i]. So if the reload threshold for a particular weapon is 40, a soldier with a total +10 for the reloading skill check won't ever be able reload in a single round, but he'll usually make it in two. A rookie who only has a +5 will generally take three, unless he's lucky. And you could complicate things a little further for the unskilled by making a check result of less than 10 a critical failure, in which they spill their powder or whatever an lose any reload progress they've made. Anyway, it'd obviously add some hassle and bookkeeping to a gunfight, but the added tension might be worth it. As for treating gunfire as ranged touch attacks, the idea looks good on the surface, but when it was [url=http://www.enworld.org/showthread.php?t=193438]discussed before[/url], a number of weird consequences and illogical results were pointed out. Simply put, it doesn't seem reasonable that an ordinary gun should be able to effortlessly penetrate [i]any and all armor[/i], including adamantine, magical force fields, and the shells of giant monsters. ...But it certainly makes sense that they'd have a better chance of penetrating those things than bows and slings. So I'd suggest either giving each type of gun (or ammo?) a penetration rating that they can subtract from a target's armor, or just letting all guns treat their targets' armor as if it was half what it really is. [/QUOTE]
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